VP8: clamp GL texture to edge if possible, preventing potential stray lines

git-svn-id: https://svn.eduke32.com/eduke32@2834 1a8010ca-5511-0410-912e-c29ae57300e0
This commit is contained in:
helixhorned 2012-07-13 18:21:00 +00:00
parent f42ab0044f
commit ba2a0c602e

View file

@ -442,8 +442,8 @@ void animvpx_setup_glstate(void)
// bglUniform1iARB(gli,0); // 0: texture unit
bglBindTexture(GL_TEXTURE_2D, texname);
bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glinfo.clamptoedge?GL_CLAMP_TO_EDGE:GL_CLAMP);
bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glinfo.clamptoedge?GL_CLAMP_TO_EDGE:GL_CLAMP);
bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
bglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);